.card.smallpad.small-modal.text-center
label.modal-close(for="modalEog")
h3#eogMessage.section {{ endgameMessage }}
- Board(:vr="vr" :last-move="lastMove" :analyze="game.mode=='analyze'"
+ // TODO: or "BoardHex" if this.game.vname in "Hexagonal..."
+ Board(:vr="vr" :last-move="lastMove" :analyze="analyze"
:user-color="game.mycolor" :orientation="orientation"
:vname="game.vname" @play-move="play")
.button-group
button(@click="flip") Flip
button(@click="gotoBegin") GotoBegin
button(@click="gotoEnd") GotoEnd
+ #messageDiv.section-content(v-if="game.type=='corr'") {{ curMoveMessage() }}
#fenDiv.section-content(v-if="showFen && !!vr")
p#fenString.text-center {{ vr.getFen() }}
#pgnDiv.section-content
a#download(href="#")
- .button-group
- button#downloadBtn(@click="download") {{ st.tr["Download PGN"] }}
- button Import game
- //MoveList(v-if="showMoves"
- :moves="moves" :cursor="cursor" @goto-move="gotoMove")
+ button#downloadBtn(@click="download") {{ st.tr["Download PGN"] }}
+ div#movesList
+ MoveList(v-if="showMoves"
+ :moves="moves" :cursor="cursor" @goto-move="gotoMove")
</template>
<script>
import Board from "@/components/Board.vue";
-//import MoveList from "@/components/MoveList.vue";
+import MoveList from "@/components/MoveList.vue";
import { store } from "@/store";
import { getSquareId } from "@/utils/squareId";
+import { getDate } from "@/utils/datetime";
export default {
name: 'my-base-game',
components: {
Board,
- //MoveList,
+ MoveList,
},
// "vr": VariantRules object, describing the game state + rules
props: ["vr","game"],
watch: {
// game initial FEN changes when a new game starts
"game.fenStart": function() {
- // Reset all variables
- this.endgameMessage = "";
- this.orientation = this.game.mycolor || "w"; //default orientation for observed games
- this.score = this.game.score || "*"; //mutable (if initially "*")
- this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
- const L = this.moves.length;
- this.cursor = L-1;
- this.lastMove = (L > 0 ? this.moves[L-1] : null);
+ this.re_setVariables();
},
},
computed: {
return this.game.vname != "Dark" || this.score != "*";
},
analyze: function() {
- return this.game.mode == "analyze";
+ return this.game.mode == "analyze" || this.game.score != "*";
},
},
+ created: function() {
+ if (!!this.game.fenStart)
+ this.re_setVariables();
+ },
methods: {
- setEndgameMessage: function(score) {
- let eogMessage = "Undefined";
- switch (score)
- {
- case "1-0":
- eogMessage = translations["White win"];
- break;
- case "0-1":
- eogMessage = translations["Black win"];
- break;
- case "1/2":
- eogMessage = translations["Draw"];
- break;
- case "?":
- eogMessage = "Unfinished";
- break;
- }
- this.endgameMessage = eogMessage;
+ re_setVariables: function() {
+ this.endgameMessage = "";
+ this.orientation = this.game.mycolor || "w"; //default orientation for observed games
+ this.score = this.game.score || "*"; //mutable (if initially "*")
+ this.moves = JSON.parse(JSON.stringify(this.game.moves || []));
+ // Post-processing: decorate each move with color + current FEN:
+ // (to be able to jump to any position quickly)
+ let vr_tmp = new V(this.game.fenStart); //vr is already at end of game
+ this.moves.forEach(move => {
+ // NOTE: this is doing manually what play() function below achieve,
+ // but in a lighter "fast-forward" way
+ move.color = vr_tmp.turn;
+ move.notation = vr_tmp.getNotation(move);
+ vr_tmp.play(move);
+ move.fen = vr_tmp.getFen();
+ });
+ const L = this.moves.length;
+ this.cursor = L-1;
+ this.lastMove = (L > 0 ? this.moves[L-1] : null);
+ },
+ // For corr games, potential message with each move sent
+ curMoveMessage: function() {
+ if (this.cursor < 0)
+ return "";
+ return this.game.moves[this.cursor].message || "";
+ },
+ setCurrentMessage: function(message) {
+ this.game.moves[this.game.moves.length-1].message = message;
},
download: function() {
const content = this.getPgn();
pgn += '[Site "vchess.club"]\n';
pgn += '[Variant "' + this.game.vname + '"]\n';
pgn += '[Date "' + getDate(new Date()) + '"]\n';
- pgn += '[White "' + this.game.players[0] + '"]\n';
- pgn += '[Black "' + this.game.players[1] + '"]\n';
+ pgn += '[White "' + this.game.players[0].name + '"]\n';
+ pgn += '[Black "' + this.game.players[1].name + '"]\n';
pgn += '[Fen "' + this.game.fenStart + '"]\n';
pgn += '[Result "' + this.score + '"]\n\n';
let counter = 1;
{
let move = "";
while (i < this.moves.length && this.moves[i].color == color)
- move += this.moves[i++].notation[0] + ",";
+ move += this.moves[i++].notation + ",";
move = move.slice(0,-1); //remove last comma
- pgn += move + (i < this.moves.length-1 ? " " : "");
+ pgn += move + (i < this.moves.length ? " " : "");
}
}
return pgn + "\n";
},
- showScoreMsg: function(score) {
- this.setEndgameMessage(score);
+ getScoreMessage: function(score) {
+ let eogMessage = "Undefined";
+ switch (score)
+ {
+ case "1-0":
+ eogMessage = this.st.tr["White win"];
+ break;
+ case "0-1":
+ eogMessage = this.st.tr["Black win"];
+ break;
+ case "1/2":
+ eogMessage = this.st.tr["Draw"];
+ break;
+ case "?":
+ eogMessage = this.st.tr["Unfinished"];
+ break;
+ }
+ return eogMessage;
+ },
+ showEndgameMsg: function(message) {
+ this.endgameMessage = message;
let modalBox = document.getElementById("modalEog");
modalBox.checked = true;
setTimeout(() => { modalBox.checked = false; }, 2000);
},
- endGame: function(score) {
+ endGame: function(score, message) {
this.score = score;
- this.showScoreMsg(score);
- this.$emit("gameover"); //score not required (TODO?)
+ if (!message)
+ message = this.getScoreMessage(score);
+ this.showEndgameMsg(score + " . " + message);
+ this.$emit("gameover", score);
},
animateMove: function(move) {
let startSquare = document.getElementById(getSquareId(move.start));
this.play(move);
}, 250);
},
- play: function(move, programmatic) {
- let navigate = !move;
+ play: function(move, receive, noanimate) {
+ const navigate = !move;
// Forbid playing outside analyze mode when cursor isn't at moves.length-1
// (except if we receive opponent's move, human or computer)
- if (!navigate && !this.analyze && !programmatic
+ if (!navigate && !this.analyze && !receive
&& this.cursor < this.moves.length-1)
{
return;
return; //no more moves
move = this.moves[this.cursor+1];
}
- if (!!programmatic) //computer or (remote) human opponent
+ if (!!receive && !noanimate) //opponent move, variant != "Dark"
{
if (this.cursor < this.moves.length-1)
this.gotoEnd(); //required to play the move
return this.animateMove(move);
}
- // Not programmatic, or animation is over
- if (!move.notation)
- move.notation = this.vr.getNotation(move);
- if (!move.color)
+ if (!navigate)
+ {
move.color = this.vr.turn;
+ move.notation = this.vr.getNotation(move);
+ }
+ // Not programmatic, or animation is over
this.vr.play(move);
this.cursor++;
this.lastMove = move;
- if (!move.fen)
- move.fen = this.vr.getFen();
if (this.st.settings.sound == 2)
new Audio("/sounds/move.mp3").play().catch(err => {});
- if (!navigate && (this.score == "*" || this.analyze))
+ if (!navigate)
{
- // Stack move on movesList at current cursor
- if (this.cursor == this.moves.length)
- this.moves.push(move);
- else
- this.moves = this.moves.slice(0,this.cursor).concat([move]);
+ move.fen = this.vr.getFen();
+ if (this.score == "*" || this.analyze)
+ {
+ // Stack move on movesList at current cursor
+ if (this.cursor == this.moves.length)
+ this.moves.push(move);
+ else
+ this.moves = this.moves.slice(0,this.cursor).concat([move]);
+ }
}
+ if (!this.analyze)
+ this.$emit("newmove", move); //post-processing (e.g. computer play)
// Is opponent in check?
this.incheck = this.vr.getCheckSquares(this.vr.turn);
const score = this.vr.getCurrentScore();
{
if (!this.analyze)
this.endGame(score);
- else //just show score on screen (allow undo)
- this.showScoreMsg(score);
+ else
+ {
+ // Just show score on screen (allow undo)
+ const message = this.getScoreMessage(score);
+ this.showEndgameMsg(score + " . " + message);
+ }
}
- if (!this.analyze)
- this.$emit("newmove", move); //post-processing (e.g. computer play)
},
undo: function(move) {
- let navigate = !move;
+ const navigate = !move;
if (navigate)
{
if (this.cursor < 0)